private void LoadOptions(BonusLevel item) { if (Random.value > 0.5f) { Hear1.Textures = item.MusicHighUncertaintyImages; Hear1.Clips = item.MusicHighUncertaintyAudio; Hear2.Textures = item.MusicLowUncertaintyImages; Hear2.Clips = item.MusicLowUncertaintyAudio; Logger.Instance.LogAction("BonusLevel", "Music High Uncertainty Box", "1"); } else { Hear2.Textures = item.MusicHighUncertaintyImages; Hear2.Clips = item.MusicHighUncertaintyAudio; Hear1.Textures = item.MusicLowUncertaintyImages; Hear1.Clips = item.MusicLowUncertaintyAudio; Logger.Instance.LogAction("BonusLevel", "Music High Uncertainty Box", "2"); } if (Random.value > 0.5f) { See1.Textures = item.StoryHighUncertaintyImages; See2.Textures = item.StoryLowUncertaintyImages; Logger.Instance.LogAction("BonusLevel", "Spaceship High Uncertainty Box", "1"); } else { See2.Textures = item.StoryHighUncertaintyImages; See1.Textures = item.StoryLowUncertaintyImages; Logger.Instance.LogAction("BonusLevel", "Spaceship High Uncertainty Box", "2"); } PopulateBoxes(); }
// TODO ajouter un PlayerBundle ou un PlayerInfo ou un truc dans ce genre public SpacePlayer(PlayerIndex playerIndex, SpaceShipDescription description) : base() { AssetName = description.AssetName; _playerIndex = playerIndex; _shipSpeed = description.ShipSpeed; _playerProfile = new PlayerProfile(String.Format("Player {0}", ((int)playerIndex) + 1), (int)playerIndex); _firstWeaponType = (WeaponType)description.PrimaryWeaponId; _secondWeaponType = (WeaponType)description.SecondaryWeaponId; _bonusLevel = BonusLevel.None; VelocityMax = 0.95f; ForceInsideScreen = true; _live = 3; // TODO : case _shields = new YnSprite("Ship/Shield/Shields"); _weaponManager = new WeaponManager(this); _weaponManager.Initialized = true; _weaponManager.AssetsLoaded = true; LayerDepth = 0.4f; _playerTouchedTimer = new YnTimer(1500, 0); _playerTouchedTimer.Completed += _playerTouchedTimer_Completed; #if COMPLETE kinect = KinectSensorController.Instance; if (_playerIndex == PlayerIndex.One) { _kinectPlayerIndex = KinectPlayerIndex.One; } else if (_playerIndex == PlayerIndex.Two) { _kinectPlayerIndex = KinectPlayerIndex.Two; } #endif LoadContent(); }
static BonusLevel() { moneyLevel = new BonusLevel(); }